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Yeah, it’s laggy, but the core concept is very interesting and weird!

One particular tip from me is about the graphics: It’s like the game wants to be retro 90s, but the graphics lean toward 2005, and the two styles don’t blend perfectly, Not a rule, but you could try removing specular shine from objects to bring a better crisp aspect and use textures with a more similar texel density.

I know I can’t say much since in my own game I didn’t have time (maybe around 20 hours to do everything like modeling, texturing, and even the music) to apply any of this (and I hated the UV map and the models haha). Maybe that was your case too? Yeah, but just a tip!

I really liked your game! Cheers!

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Thanks for the reply
Yes, i was struggling with the artstyle and to speed things up i've created some models that use simple gradient with colors based on UV coords. Some materials are way too specaular because of my poor managment of materials in godot (IDK how to change materials of specific objects in batches and i imported whole levels straight up from blender to .glb which also created material duplicates)

I totally understand! The result came out very, very good overall! Hm, sorry for asking, but are you a 3D artist?

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Yes... I've worked alot with blender and even done some projects in multiple game engines and some other stuff,  but mostly it's some unfinished, undocumented trash.

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Great! Good luck for you, bro o/ Following!